Comments

Comment by Snicelis

Would've been better if Blizzard would've added a new title, and a FoS for the people who got it in MoP.

Comment by japi2314

Such a shame to all those people who tried so hard to get this title in MoP, because I just got it on my first try at level 100.

Comment by jacob22

Well I just got it for the first time as an enhancement shammy. It's so ridiculously hard compared to other classes. Done kanrethad, 9 CM Golds in Pandaria and quite a bit of heroic raiding (or mythic as it's called now) but damn this was one hard achievement.

Comment by Xanzitrax

Accomplished today as a Retribution Paladin. I'll leave a little 'guide' here for any Retribution Paladins trying to accomplish the same.

Wave 1; No Cooldowns:Very simple and straightforward wave. You'll want to pop your Light's Hammer in the group of Illusionary Varmint while taking down the Illusionary Amber-Weavers. Make smart use of the orbs they spawn, as it increases an afficted target's damage taken by 50%, stacking.

Wave 2; No Cooldowns:Go straight for the Illusionary Mystic in the back and then proceed to hammer away on the Illusionary Guardians. A Illusionary Banshee will spawn at around 30 seconds remaining. Again, make clever use of the Amber-Weaver's orbs.

Wave 3; No Cooldowns:Throw your Light's Hammer in the middle again and start chasing down those pesky Banana-Tossers. Avoid getting hit by their banana's as this will reduce your chance to hit by 75%.

Wave 4; Holy Avenger:Use Holy Avenger at the very start of the fight and go crazy on the Guardians. There's another Amber-Weaver here, so make use of him. Another Banshee will spawn with 30 seconds on the clock remaining. By then you will hopefully have 3 Guardians down. Trap both the Banshee and the Amber-Weaver, kill them and then finish off the final Guardian.

Wave 5; Avenging Wrath:Kill the Mystic at the back and then chase down the Banana-Tosser. Do as much DPS on the Illusionary Sha as you can. His shield reduces his damage taken by 50%, so don't pop anything just yet. Another Banshee will spawn at 30 seconds remaining. Kill it and continue DPS on the Sha. Once the shield dissipates, the Sha will take 300% increased damage, so pop your Avenging Wrath and the Sha should go down smoothly. This wave wave will be a lot tighter than other waves.

Wave 6; Holy Avenger:AOE the Varmints in the middle until the Mystics start casting their heals. This way you will trick the Mystics into wasting their heals. Throw your Light's Hammer in the group, pop your Holy Avenger and go crazy on one of the two Mystics. You should have this one down before he casts a another heal. Proceed to kill the other Mystic and clear the wave.

Wave 7; Berserker:Pick up one of the Berserker Buffs and take down the Banana-Tosser. Once again, use the Amber-Weavers to cleverly down the Guardians. If you find it annoying that the orbs will approach from both sides, simply take down one of the Amber-Weavers first.

Wave 8; Avenging Wrath:Pop your Avenging Wrath straight away and nuke the Mystic. 3 Banshees will spawn during this wave. One at 45 seconds remaining, one at 30 seconds remaining and one at 27 seconds remaining. Keep in mind, your Final Verdict's Empowered Divine Storm will reach all mobs present if you stand in the middle.

Wave 9; Berserker:As with wave 7, pick up the Berserker buff and go straight for the Banana-Tosser. Use the Amber-Weaver available to you and this wave shouldn't be too difficult. There will be another Banshee at 30 seconds remaining.

Wave 10; Avenging Wrath, Holy Avenger:A single mob, the Large Illusionary Sha. Do as much damage to it as you can before the shield drops. Once you have 20 seconds left, pop everything you have and nuke it down before the timer expires. Don't waste your global cooldowns on Divine Storm procs.

I hope this was of use to anyone. If you've made it, congratulations on your Proven Assailant title. Good luck!

Comment by madmurdock

Sigh, how i would have wished, that they would have seperated this achievement like the other 3 (bronze, silver, gold) into seperate parts, e.g. like Endless 1, endless 2, endless 3 and so on, so that you could start directly at step 3 (if you went to wave 21 before)... The new start over and over again stresses out your stamina immense.

I would love to know what percentage of all WOW Players got this one. :-)

Some tipps by me:

Wave 1: Aoe in the middle a bit and knock out the 3 other guys. After this finish the rest in the middle.

Wave 2: First kill the Heal guy, then 1 Shield guy (let him be hit by the amber bubble), knock out the Amber guy, then shield/banshee

Wave 3: Aoe in the middle and chase both Banana guys. After theyre both dead, back to the middle and finish the small ones

Wave 4: Hero Item spawns, dont use it. 2 Shield Guys (let them be hit by the amber thing), then Amber guy and Banshee, then the other 2 Shield guys.

Wave 5: Banana guy, interrupt heal by Healing guy, finish off Banana guy, kill Heal, Dmg on Sha, switch to Banshee at 30 secs left, then use <5 Mins CDs for the 20 Secs left phase when his shield is down. Dont use bigger CDs than 5 mins. You need them for the last one.

Wave 6: Hero Items spawns, dont use it. Apply a bit Dmg to the small ones, Switch to one of the Healing guys, but dont do much dmg. Let both cast there heal (you can cc one, if youre able to do it: mage eg.) Knock the first out before the next heal comes. Then a bit aoe dmg in the middle and move to the 2nd. Interrupt his heal and bring him down before he can heal again. Finish the remaining adds in the middle

Wave 7: Bananaguy, one Amber guy (2 is too much to handle because you have to avoid too much), 2 shield guys, then the last Amber and shield guy (considering how you stand)

Wave 8: This is imo the hardest wave because you arent allowed to spend bigger CDs, but you need much dps and burst.First the Heal guy (ofc kick him if he heals), then start with one of the Slayers, immediatly switch to the Banshees and do dmg to the slayers if no Banshee is present. There will spawn 3 Banshees.

Wave 9: bananaguy, 1 Slayer, amber/Banshee, last Slayer. You may use one of the 2 Heroism Things on the ground if there are 10 secs left.

Wave 10: Ok, this cant be handled generally, because every class has its own CDs. But generally you have to only do dmg and use your CDs wisely. At 32 Secs left run to the second Hero Item. The big Sha drops his shield at 20 secs left. So if you have a 30 Secs CD, use it at 30 Secs left and so on. Of course dont use < 20 secs CDs before there is 21 secs left. This is just a burst check wave. Considering the class, this could become very hard...

Another good tipp is to print out/write a paper sheet where you take notes what spawns at each wave and what is your priority list for them. So you can mentaly prepare and dont need to gather all the info over and over again at the spawn and your plan is already evaluated.

@ Amber use. You can increase your Dmg if enemies are hit by the Amber bubbles, but it requires exact movements, so you may want to kill the amber guys earlier than you need to. Nothing is more frustrating having to run away from the bubble because your position is bad. In a bad case you are standing on the wrong side of the shield guys or a bubble is in your way between you and a banshee and so on. Ofc the worst case of all is when you get hit by the bubble and are cced 6 secs. :D Much crap can happen here. :/

Well, gl with it. :p

Comment by Ennairam

I did this today after several hours of planning on tactics xD it was the hardest thing I have come across in WoW, but also the most fun! :D Also, you do not rely on others here, it is all you alone in there! So awesome experience :D

How does ilvl work there now? Does it scale according to your ilvl?

Comment by andronae

Done it as enhancement in mop and wod, so sad there isn't a new title nor a new version with wod mobs and mechanics !

I found it harder at 90. With mop, liquid magma, and glyph of lava spread allows us to quickly dot all the room !

here is a video of somes ~34 waves. Yes I derped really hard after 30.

In retrospect there is no need for fire ele glyph. As said before, take advantage of the mobs in the middle to spread your flameshock on all the room.

Keep the berserker for the hard waves : 7 or 9 arguably and 10. Keep the fire ele's for big sha. Use your wolves and ascendance as need be.

Proving grounds are fun, but they really need to change something with the lenght. Being forced to play for 30+ minutes before being able to beat your hi-score is not fun, maybe make it so you have a max of 10 waves to do before the one were you had previously wiped !

Comment by Afenar

Comment by Nightcrawler666

Today, after 10-12 hours total of trying (starting with very little proving grounds exp) I was able to smoothly get my Proven Assailant's title as a combat rogue, and the comments on this page were of great help. So, due to the lack of guidance for rogues, I'd like to share with you my secret.

Note beforehand: remember to always check if you SnD is up, deadly momentum made sure I only had to rebuff during rounds 10, 20 and 30. Also, remember to use Marked for Death as much as you can, but be sure to save them for banshees when they pop up. If you find yourself in trouble or messing up your routine, don't be afraid to use emergency cooldowns, Marked for Death will make sure you get them off cd asap anyway. And finally, always enter stealth after combat, asap.

Wave 1-10 were a real ease. There are a few things I want to note:Always have your blade flurry active BEFORE the start of waves 3 and 7. In wave 3, you should take position so you can cheap shot the banana tosser that spawns in the middle, then quickly activate your trinket, if any, and pop shadow reflection after you've gained 5 CP, then use Crimson Tempest and Killing Spree. This should massively hit the entire group, if not killing half of them. Quickly kill the tossers, then take position for round 4.

4 is pretty easy, I usually kill 1 of the guards before an orb can even reach it, then Shadowstep to the next, pop Adrenaline Rush (choose a right timing tho), then kill of 2 more shields, then the banshee and orb guy (with blade flurry if possible), and then I usually have about 15-20 seconds to finish the last guy.

5 is easy, keep moving around while you kill the mystic, don't forget to interrupt and use Marked for Death whenever you can (I can't stress this enough). Shadowstep to the tosser and burn him and then move to the Sha. At 30 sec, quickly kill the banshee, at 22 sec, pop your Adrenaline Rush and just keep building points and using Eviscerate. I usually have 5-10 seconds left when he's dead.

Wave 6 can be a little tricky, I usually start off in the middle waiting for them to spawn, then I blind of the mystics from stealth, Shadowstep to the other and quickly burn him. This usually takes 3-4 finishing moves. Then as you run to the adds in the middle, Mark one of them for Death, turn on Blade Flurry and use killing spree. Use the 5 cp's you generated before, and kill them off. Then it's just a matter of burning the other mystic down, this is one of the tighter rounds for me though, so don't be afraid to use Adrenaline Rush here.

Wave 7, as I mentioned should be engaged with Blade Flurry active, waiting for the tosser to spawn. Quickly burn him down and use 2 finishers, hopefully near another enemy, to kill him. Move to the first amber guy, use his own orbs against him if you can, then kill the defender in the middle, on the sides, and then the last amber guy. Try to get these orbs to work in your favor if you can.

Wave 8 is just a matter of nuking, I usually pop Killing Spree on the mystic after 2 finishers and interrupt, then he should be dead, or almost. If you have enough time on the clock, try to hit one of the slayers a bit before killing the first banshee. You should have one of the slayers dead by the time the other 2 banshees start spawning. Use Adrenaline Rush if you really need to.

Wave 10: Nuke, but without cooldowns! With 40 seconds on the clock I usually need to renew my SnD for the first time, then at 22 seconds I activate Adrenaline Rush, my trinket (Beating Heart of the Mountain), Shadow Reflection and then a 5cp Eviscerate, Killing Spree, Marked for Death and then it's just nuking, really. I managed to kill him with 7-10 seconds left everytime I got to that boss.

So that's basically my routine. I only used 3 berserker buffs in wave 20, 29 and 30. In wave 20 and 30, use sprint with 33 seconds on the clock, get one berserker buff and get back to your normal combat routine. The reason I used one in wave 29 is simply because I still had 2 at the time, and I wanted to make this a sure shot.

Further advice, keep concentrated on your routine, learn the way these amber orbs work and learn to use them for you. Never kill all the amber guys first, just because of that reason.

Good luck!

Comment by maverickxishtar

Managed to grab this (along with Proven Defender) last night after a handful of attempts as a Feral Druid (And Guardian respectively) with an ilvl of 699.I did both in full ilvl 700 PvP gear- save for one 670 trinket in place of a medallion.

This challenge ended up being quite reliant on RNG - critting and procs - past wave 20... but I managed to make it. I was in it for the title and got to 37 before I stopped trying and let it end for my title.

Very fun and very worth the effort - if for nothing else the sense of accomplishment and pride.

Good luck to everyone working towards proving themselves!

Comment by Cervantes86

Made it to wave 12,that title can føck off.

Comment by SevenOneSeven

Tried this at 730 ilvl for hours unsuccessfully. Did learn the strats, just couldnt seem to pull it off. Found a tip to drop ur ilvl to make it easier, so I bought a full set of 650 Baleful gear and dropped to about 680 ilvl while keeping my 730 weapon, 2x 720-730 trinkets, and my legendary ring. After doing this, got it on the 1st try no problem.

Comment by zalimah

Comment by Chilela

Completed as a Feral Druid, pushed up to wave 62. Once I started using lower-level armor, this went from nearly impossible to very doable.

The SetupGenerally speaking, using lower-level (as low as 600) items it optimal, with the exception of your weapon, rings, and trinkets. If you have level 100 head/shoulder/chest/leg heirlooms, I'd strongly suggest using them. Other heirloom items, barring weapon and trinkets, are also not a bad idea. If you have Baleful items on hand, I'd suggest using them for other armor pieces. Finally, keep in mind that set bonuses don't work here, so you can break whatever set bonuses you may have. For your weapon, use whatever your primary weapon is. Maalus, the Blood Drinker is incredibly useful here, and services as an additional DPS cooldown. As far as trinkets go, Mirror of the Blademaster is probably the single most useful trinket here. The proc makes up for the relative lack of feral AoE, allowing you to focus on larger mobs on the Vermin waves, which is incredibly useful. Additionally, the 1-minute cooldown means that you'll be able to use it on several waves. Soul Capacitor, while usually one of the best trinkets currently available, isn't terribly useful here, due to how spread enemies are, as well as the unpredictability of the proc. Unless you're incredibly talented with it, I'd strongly suggest against using it. Seed of Creation isn't terribly great here, due to the fact that berserk's increased duration is nearly useless. Finally, Mark of Supreme Doom is pretty much useless here, since you don't actually take damage. Aside from those three trinkets, just about any of the raid trinkets, or alchemy trinket, will suffice for your second trinket.

For talents, I'd strongly suggest using the following:Level 15: Wild Charge: A very useful gap closer, the other talents aren't quite as good in this situation.Level 30: Completely irrelevant, since you don't take damage.Level 45: Typhoon: While I didn't find myself using Typhoon at all, it's still the only talent in this tier with some sort of possible use.Level 60: Incarnation: King of the Jungle: This is a borderline required talent as far as I'm concerned: The extra burst it offers is incredibly useful for the Sha illusions.Level 75: Mighty Bash: Like with Typhoon, I never found myself using this, but it's the least useless of the three talents available here. It can serve as an emergency button if you manage to incorrectly time an interrupt.Level 90: : This is the only talent in this tier which isn't absolutely useless, but I never found myself using it. I'd just stick with whatever talent you happen to be using.Level 100: Bloodtalons: This talent is a good damage booster, plain and simple. Combined with the fact that multidotting is as important as it is, this is probably the best choice. Lunar Inspiration is also acceptable.

Glyphs: : This is the only glyph I'd call "necessary". This will greatly increase the amount of uptime on Savage Roar, saving you precious combo points.: I never found myself using Dash, but this is still a useful gap closer.: While you shouldn't be standing far away from enemies to begin with while stealthed, this can be useful for getting an opening in a bit earlier if you're still trying to get the hang of things.

Most other glyphs are completely useless, but actually makes things worse, since it makes Skull Bash no longer line up with the heals you need to interrupt. So if you're using it, remove it.

Remember to heal yourself to put up Bloodtalons if you specced into it and stealth between waves to maximize your damage. Trying to have as many combo points as possible at the end of a wave can also make the difference between success and failure.

Furthermore, multidotting is your friend, and is pretty much necessary to get this achievement.

Wave 1: 3 Large Amber-Shapers, 6 VarmintsOpen on one of the Amber-Shapers, and use the Mirror on the Varmints. While running to a second amber-weaver, if you have the energy, feel free to throw down a Thrash on the Varmint pack. The Mirror and Thrash should be enough to take down the pack. For the remaining Amber-Shapers, just run their amber globules into them. This is one of, if not THE easiest pack to deal with.

Wave 2: 1 Small Amber-Shaper, 1 Small Mystic, 2 Large Guardians, 1 Small Banshee (30 seconds)You shouldn't need to use any cooldowns of any sort here. Just kill the Mystic quickly, then multidot the Guardians and Amber-Shaper. Try to have a good amount of energy and combo points at the 30-second mark so you can deal with the Banshee quickly.

Wave 3: 2 Large Banana Tossers, 18 Large VarmintsOpen up on one of the Banana Tossers and use your Mirror + Thrash ASAP. This will take care of most of the damage you need on the Varmints. Focus down the Tossers first, then sweep up any remaining Varmints. Like Wave 1, this is an incredibly forgiving wave.

Wave 4: 1 Large Amber-Weaver, 4 Large Guardians, 1 Small Banshee (30 Seconds)This is one of the three more difficult waves. Open up on one of the Guardians and pop your ring. Work on dealing with the other Guardians and Weaver (using the globules to your advantage, naturally), making sure to store up some energy and combo points for the 30 second mark, similar to Wave 2.

Wave 5: 1 Small Banana Tosser, 1 Small Mystic, 1 Small Banshee (30 Seconds), 1 Small ShaThis is an incredibly easy wave. Blow up the Mystic, then the Tosser. You should have ample time to do some damage to the Sha before taking care of the Banshee. Once the Sha takes increased damage (at the 20 second mark), use Berserk + Incarnation and blow him up.

Wave 6: 2 Large Mystics, 6 Large VarmintsSince Ferals don't have any good ranged CC, the trick here is to force the Mystics to heal the Varmints instead of themselves. Pounce on one of the Varmints and use your mirror immediately, then swap to one of the Mystics. Burn that Mystic down, making sure to interrupt it so you don't have to waste potentially valuable seconds doing that extra bit of damage to the Varmints. Switch over to the other Mystic, getting Thrash on the remaining Varmints ASAP, and keeping the Mystic dotted and interrupted.

Wave 7: 2 Large Amber-Weavers, 3 Large Guardians, 1 Large Banana TosserThis is the second of the "difficult" waves. Right before the wave spawns, grab one of the Berserker buffs and open up on the Banana Tosser. Hit him a few times then DoT up the Guardians, then the Weavers. Make sure to take advantage of the Globules. But be careful: If you get hit by a globule, you may get stunlocked until the timer runs out.

Wave 8: 1 Large Mystic, 2 Large Slayers, 3 Large Banshees (45, 30, 25 seconds)This one is deceptively easy. Open up on the Mystic and pop your Ring. Interrupt his heal and start dotting up the Slayers. The ring should explode shortly after the first Banshee spawns, which should just about insta-kill it. Continue working on any remaining mobs. If you kill them all before the two other Banshees spawn, you can stealth and get extra uptime on Savage Roar. Either way, mow down the Banshees when they pop and you should have no issues.

(To be continued in reply)

Comment by Sipder

Comment by LordKhorwood

Just did this as an elemental shaman.

I equipped an ilvl 630 staff with haste enchant, and unequpped bracers and boots to bring my ilvl to ~630. For trinkets I used Core of the Primal Elements (shaman class trinket) and Unblinking Gaze of Sethe (it does a loooot of damage).

And then just rotated these across the next sets of 10 waves, with one note: I used Heroism on wave 20 and then again on wave 30.

What I'd do is cast Capacitor Totem 3 seconds before the next wave starts so that I can immediately stun some mobs.Usually I'd hex the mender right away and get flame shock on everything in sight (with class trinket it does a lot of damage over ~30 seconds), as well as try to position myself so that Unblinking Gaze of Sethe hits as many mobs as it can.On waves that have banana tossers, I kill those first always (on wave that has 2 banana tossers, hex 1, nuke the other, than nuke the hexed one), can also use Earth Elemental Totem to stun it.On some waves empowered Earthquake can also be used (wave 1, wave 3, wave 8). Also, I want to mention wave 6, where you get the berserk buff on the ground to pick it - that wave is ridiculously easy to do without it (use ring, hex 1 Mender, nuke the other + empowered Earthquake the small mobs, often the ring explosion does 60%+ damage to the other mender), so don't take it - next wave is much more time-tight so grab the berserk at the last second of wave 6 and you'll have it for most of wave 7.

Comment by notjk

I actually got this on my FIRST attempt today, i did a few whipes for getting the Gold achievment. But first time i started the Endless i got up to 38 and then whiped myself because it felt i could continue forever.

Outlaw Rogue, Lvl 110.

Ilvl 866, Flask of seventh demon, Versatility food(300), IOR ring.

I wasn't really happy with my RTB Buffs, i basicly got crap buffs when i really "needed" good buffs. but i managed it anyway, the key was i think to have Adrenaline rush + curse of the dreadblades for that big shielded "elemental"? asap the shields gets off you pop those cooldowns above, on wave 10 20 30 i had Berserking+AR+COTD

*Dont cheat on turning off blade flurry at single target, you need the energy*i only used adrenaline rush and cotd on the big middle elemental*you got space to roll the bones plenty of times till you get a decent buff, you might be luckier then me.*Always kill Ambers last, kite the orbs to the other targets*Use Acrobatic strike and marked for death talents*Crit/Double combo is the RTB buffs you want.

Comment by DFFL

I don't know if anybody has mentioned this yet, but DO NOT LEAVE THE SCENARIO via the green eye after completing wave 30. You MUST fail (or yield, didn't test this) at any consecutive wave in order to get the achievement. I've learned this the hard way. Ticket didn't help. GM meant he wasn't able to track my progress, hence no achievement -.-

Summary: Just relax and continue till you fail after wave 30 and you will get your title :)